#pragma once
#include "Enemy.h"
#include "Boss.h"

//#include "../SGD Wrappers/SGD_Handle.h"

class Ogre :
	public Boss
{
public:
	Ogre();
	virtual ~Ogre() = default;

	/**********************************************************/
	// Interface:
	//	- virtual functions for children classes to override
	virtual void	Update(float elapsedTime)		override;
	virtual void	Render(void)					override;

	//	virtual SGD::Rectangle GetRect(void)	const			override;
	virtual int		GetType(void)	const			override	{ return OBJ_ENEMY; }
	virtual void	HandleCollision(GameObject* pOther)	override;
	virtual void	HandleEvent(const SGD::Event* pEvent) override;
	virtual int		GetEnemyType()	const { return ENEMY_BOSS; }

	virtual bool DoAttack();
	virtual void Attack();
	virtual void MoveLeft(float speed = 100.0f);
	virtual void MoveRight(float speed = 100.0f);

	virtual void EnterIdle();
	virtual void EnterPatrol();
	virtual void EnterCloseIn();
	virtual void EnterDead();

	//Boss Methods
	//void Charge(void);
	//void TearBranch(void);
	//void ThrowRock(void);
	//void Smash(void);
	SGD::Vector GetDistanceToPlayer(void) const { return m_vDistanceToPlayer; }
	void		SetDistanceToPlayer(SGD::Vector dist) { m_vDistanceToPlayer = dist; }
	SGD::Vector aiming = { 0, 0 };

private:
	SGD::Vector			m_vDistanceToPlayer = SGD::Vector{ 0, 0 };
	float chargeCooldown = 0.0f;
	float throwCooldown = 0.0f;
	float chargingTimer = 0.0f;
	float walkingTimer = 0.0f;
	SGD::Point chargeTarget;
	bool chargeTargetSet = false;
};

